Sports competition server hosting games between remote opponents using physical sports implements in real-time

ABSTRACT

Real-time sports competition is hosted by a server between remote opponents. The interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition with projectiles. Opponents are paired for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete. A competitive sports game is hosted between the paired opponents by receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and impact force against a projectile. A winner of the competitive sports game can be determined.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No. 17/111,509, filed Dec. 4, 2020, which is a continuation of U.S. patent application Ser. No. 15/799,217, filed Oct. 31, 2017, which, in turn, is a continuation-in-part of U.S. patent application Ser. No. 11/901,552, filed Sep. 18, 2007, and U.S. patent application Ser. No. 15/466,569, filed Mar. 22, 2017, which, in turn, is a continuation-in-part of U.S. patent application Ser. No. 12/799,529, filed Apr. 26, 2010; is a continuation-in-part of U.S. patent application Ser. No. 15/842,878, filed Dec. 15, 2017, which, in turn is a continuation-in-part of the U.S. patent application Ser. No. 12/799,520, filed Apr. 26, 2010, each of the above-referenced applications incorporated herein by reference as if restated in full.

BACKGROUND

Players of tournament games require a network to enable them to play with one another remotely. But in order for players to know the progress and physical status of other players, the physical status and progress must be somehow captured and displayed to each remote player.

SUMMARY

Embodiments herein describe a wristband for securing the smart electronic wrist device to the human subject. A heart rate sensor, coupled to the wristband of one embodiment, attaches to the human subject, and generates electronic signals responsive to the heart rate of the human subject. An analog to digital signal converting circuit (ADC), electronically coupled to the heart rate sensor, receives electrical signals generated by the heart rate sensor. A digital signal encoding circuit, electronically coupled to the ADC, to convert the electrical signals to data signals. A wireless communication interface to transmit the digital signals wirelessly to a cellular call device. The handheld cellular device being wirelessly coupled to the smart electronic wrist device to receive data concerning the human subject derived from the digital heart rate signals, and is also coupled to the data communication network, and the handheld cellular device also being coupled to the data communication network to transmit the digital heart rate signal.

In another embodiment, a game participation request is received from computers associated with a plurality of players at a plurality of remote sites, for interactive sports game play using the computers over the data communication network. The interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition with projectiles. Opponents are paired for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete. A competitive sports game is hosted between the paired opponents, including starting the sports competition responsive to start-up of competition by at least one of the opponents, and receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and impact force against a projectile. A winner of the competitive sports game can be determined. The above and further features and advantages will be better understood with reference to the accompanying drawings and the following detailed description of an exemplary embodiment.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 Physiological Sensors: The invention utilizes a plurality of sensor types, including sensors for life sciences as well as sensors for the Internet of Things (IoT).

FIG. 2 Wireless Sensors: Years ago a Radio Frequency communications protocol was utilized for the Internet or Internet Websites. The newer more popular protocols such as Bluetooth and Wi-Fi are used globally to connect and communicate with various digital platforms such as laptops and Smart phones allowing connectivity to the Internet or Cloud. Now society has expanded and added to that system every wireless protocol to improve digital communications and allow for wider access and better connections to the Internet or Cloud.

FIG. 3 Sensor Fusion: Reading one sensor at a time gives the user one point of reference. Reading two individual sensors gives the athlete or gamer another point of reference to learn by. Our system is flexible enough to be combined in one or more sensor combinations in a process called, Sensor Fusion, in which sensor data is fused to paint a multidimensional prospective view of the unified data structure sometimes in three dimensions.

FIG. 4 Cloud Network: Various Digital Devices such as a Tablet, Smart Phone, Internet Sports Computer, Personal Computers, and Digital TVs, communicate with the Internet and Cloud and can access a Network at any time.

FIG. 5 Sports Apparatus with Sensors: Every major sports such as Soccer, Baseball, Basketball, Football, Boxing, Swimming, etc., are attached to sensors and those sensors can communicate with the Internet or Cloud anytime and anyplace. By using multiple sensors with each sports implement allows one to create a 3-dimensional image, which can be stored on the Internet or Cloud via a Database Server for present and future comparisons using computer algorithms to use your application specific data.

FIG. 6 Sound Processor: This specialized processor embeds and or controls multiple sources of sound controlled by every athlete or gamer. Movement or motion can be characterized by specific sounds indicating good motion from poor biomechanics.

FIG. 7: Any of our Smart Sports Technologies such as Smart Basketballs, Smart Baseball Bats, and Smart Hockey Sticks can communicate with a variety of digital devices.

FIG. 8 Smart Golf Clubs vs Dumb Clubs, by providing customization to Golf Clubs among other Sports Apparatus and adding microprocessor technologies with Internet or Cloud connectivity to the Sports Implements. Now each Sports Apparatus can also have built-in connectivity and can communicate with any Internet Sports Computer. Hereon and heretofore the word, “smart,” such as a smart golf club is understood to be a golf club or a game implement fitted with electronic circuitry and components comprising, but not limited to, a computer, a microprocessor and or microcomputer unless otherwise stated.

FIG. 9 New Weapons System Based on Cloud Computing: using our base technologies, we can easily create military applications based on Internet or Cloud Computing.

FIG. 10 Body Alignment Sensors: All of the joints on the human body can be monitored simultaneously or individually in real-time with the data transferred to the Internet or Cloud.

FIG. 11A Internet Sports Computer: Further comprises a digital platform with built-in Internet or Cloud capabilities. The software is delivered to this device by the Internet or Cloud.

FIG. 11B illustrates a sensor heart monitor on wrist, according to an embodiment.

FIG. 12 System Overview: This is a first level design which shows the system operational capabilities.

FIG. 13 is a schematic block diagram of a sports apparatus electronics installation for use with game implements of FIGS. 5, 8, and 10.

FIG. 14 is a schematic block diagram of projectile receptacle game apparatus installation for communicating with a remote computer in a computer implemented system according to FIGS. 5, 7 and 8.

FIG. 15 is a block diagram of a computer receiver installation for use as a remote local computer and information receiving interconnect of the system of FIGS. 7 and 8.

FIG. 16 is a flowchart illustrative of a client-server portion of the gaming operation of the computer of FIG. 15, operating as indicated and supplemental to the block diagram of FIG. 12.

DETAILED DESCRIPTION

A preferred embodiment of the invention also includes wireless sporting equipment, a wireless golf ball receptacle, a wireless golf club motion sensing plate, a wireless receiver connected to a computer, a display or monitor with speakers operated under the control of the system software, and connected via the internet to an internet game server.

Sport Specific Tool

The sport specific tool has a plurality of embedded attachable and detachable contact sensors and internal electronic circuitry including wireless protocols for on and off the Cloud such a radio frequency transmitter, ZigBee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread, 2G (GSM), 3G and 4G, 5G, BLE, LTE Cato, LTE-M1, NB-IOT, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah (WiFi HaLow), MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space, and GPS Sensing Circuitry.

In this preferred alternative embodiment, at least one of the sensors is located at or proximate to an optimal location on a sports implement or a tool face for contact with any other sport specific tool or implement, and this location is designated the “sweet spot”. The remaining two sensors are adjacent and on either side of the sweet spot. The contact sensors may be, but are not limited to, sensors employing piezo-active type transducers, specifically, either piezoelectric or piezoresistive transducers (similar, but not limited to the Cooper Instruments LPM 562).

In an alternative embodiment, three sensors are applied to the face of an adapted sport specific tool by a Mylar tape or other means. Again, the electronic circuitry is internal to the sport specific tool and connects to the sensors by leads and GPS sensing circuitry and or gyroscope.

In another alternative embodiment, to retrofit a or sports implement or gaming tool, contact sensors are part of an adapter attached to an ordinary sport specific tool and wire connected to electronic circuitry and GPS sensing circuitry attached to the club shaft or elsewhere on the sport specific tool.

In another embodiment, a ball contacting any sensor produces a detectable variance indicating the magnitude and duration of sensor-ball impact. The variance may be a change in resistance of a piezoresistive transducer or a voltage change in the case of a piezoelectric transducer. The variance is detected and amplified by an associated amplifier and then is input to an associated integration circuit, the output of which represents the energy and impulse of the ball-club contact event. Connected to the integration circuit, a microcontroller, which is a multi-input channel signal processing circuit (similar, but not limited to, an NXP MC9S08), having analog to digital signal converting circuits (ADCs), one for each input channel, and a sequential digital signal encoding circuit connected so as to convert the ADC outputs into a time multiplexed serial digital data stream containing a binary-coded word for each channel indicating the energy and duration of the associated sensor-ball impact event. In the case of a virtual game and therefore a virtual impact, the game implement simulates the impact based on the velocity, acceleration, and spatial orientation of the game implement itself at the point of a virtual impact. A game projectile or object can therefore be real or virtual. Moreover, a processor or equivalently a computer processor is hereon and heretofore understood to be, and or comprise, a computer, a microcontroller, and or a microprocessor, and each of the latter is understood to be included in the former.

A wireless radio frequency transmitting circuit receives the serial digital data from the microcontroller and wirelessly transmits the information via an internal antenna to the receiver for subsequent processing by the local computer.

Ball Receptacle

In another embodiment, a ball receptacle has a top shaped to allow entry of a ball. The receptacle has a contact sensor pad containing at least one contact sensor, a ball return mechanism, and internal electronic circuitry. The internal circuitry includes a wireless radio frequency transmitter. The preferred manifestation of this embodiment has a contact sensor pad positioned within the receptacle such that the center activation area aligns with the center of a ball entry. Additional sensor activation areas are adjacent, one on either side of the center area. In the preferred embodiment, like the sensor used at the face of the club, the sensors may be, but are not limited to, sensors employing piezo-active type transducers, specifically, either piezoelectric or piezoresistive transducers.

A ball entering the receptacle and contacting the sensor pad produces a detectable variance indicating the ball entry event. The variance may be a change in resistance in the case of a piezoresistive transducer (similar, but not limited to Cooper Instruments LPM 562) or a voltage change in the case of a piezoelectric transducer. The variance is detected and amplified by an associated amplifier. This amplified signal then is input to a microcontroller having an analog to digital signal converting circuit (ADC) and a digital signal encoding circuit connected so as to convert the ADC output representing the sensor's signals into a serial digital data stream containing a binary-coded word indicating the sensor-ball contact event. The microcontroller may be the same or similar to the microcontroller of the sport specific tool's electronics. A radio frequency transmitter or multifunction wireless frequency transmitter circuit receives the serial digital data from the microcontroller and wirelessly transmits the information via an internal antenna to the receiver for subsequent processing by the computer.

The ball return mechanism can be as simple as a back plate located to be engaged by a golf ball entering the receptacle and supported and biased by a spring or springs to eject the ball. Other known ejection devices, similar to those used in pinball machines, and either mechanically or even electrically activated, can be used to improve the effect if desired.

The receptacle configuration is susceptible to much variation. The receptacle illustrated and described above is well suited to indoor use, on carpet for example. It is clear, however, that an actual cup installed in an actual green, with real or synthetic grass, can be similarly equipped.

Motion Sensor Plate.

The motion sensor plate having a top motion plate and a bottom motion plate is used, wherein the top motion plate contains a plurality of capacitor-forming electrically isolated platelets (twelve platelets are illustrated in this exemplary preferred embodiment). They are evenly distributed at or just below the top plate's exterior upper surface. The bottom plate has a homogenous electrically conductive interior surface underlying the platelets. Each capacitive platelet contained in the top motion plate forms a capacitive component when the top and bottom motion plates are vertically closely spaced to form the golf club motion sensor plate or sports implement motion sensor plate. A suitable dielectric may be sandwiched between the two plates. The structure is adhesively or otherwise mechanically joined and it may be covered or coated as desired. The result is a golf club motion sensor plate or sports implement motion sensor plate or gaming tool motion sensing plate containing a capacitor matrix. The capacitive components are connected to form a capacitive network.

Applying an energizing high frequency alternating electrical signal having a frequency in the range from 100 MHz to 200 MHz from an oscillator to the golf club motion plate capacitive network produces an electromagnetic field above the surface of each platelet of the capacitive components of the motion sensor plate. Any object, including a golf club, or sports implement, gaming tool or sports apparatus passing near the surface of the energized motion plate will cause a perturbation of the electromagnetic field as illustrated by the sample possible pathways across the plate. A network of electrical comparator amplifiers are connected to the capacitor network. The comparator amplifiers of the network are connected one-to-one with the capacitive elements of the capacitive network. The comparators of the network detect voltage variations occasioned by electromagnetic field disturbance due to a golf club, sports apparatus, sports implement or gaming tool moving over certain of the capacitive elements of the motion plate. Each different golf club motion or sports implement motion over the energized motion plate will produce a uniquely identifiable signal from the comparator amplifier network. There are a variety of known proximity sensors that could be gathered together in an array like that of the platelets to serve as the transducer portion of the golf club motion detector or sports implement motion detector.

The electrical signal from the comparative amplifier network is applied to an analog to digital signal converter (ADC) and the ADC digitized output signal is converted into a serial digital data stream by a multiplexer. These data identifies each platelet having had its field disturbed. The serial digital data can be input directly by wire from a multiplexer to the computer located at the site of the golf player and golf club motion sensor plate or as in the preferred embodiment, the serial data can be transmitted to a remotely located receiver connected to the computer via a transmitter and an antenna included in the golf club motion sensing plate or sports implement motion sensing plate electronic transmitter communication circuitry.

The computer, under the control of the golf system software, will analyze the serial digital club motion signal, or digital sports implement motion signal, or digital sports gaming tool signal, and recognize from the transmitted signals the platelets over which the club head or sports implement head passed, and display the sport specific motion.

Wireless Signal Receiver and Computer.

At each player site, a wireless radio frequency signal receiver is connected to the computer by either the serial (USB) or parallel computer ports. The wireless signal receiver detects digitally coded radio frequency transmissions from the communication circuit associated with any of the sports equipment, ball receptacle, or motion sensing plate. The received transmissions are demodulated by the RF receiver circuitry connected to a microcontroller, which converts the demodulated data signal to serial binary-coded data suitable for communications to a computer. The computer, under the control of the internally installed game system software or sports system software program, monitors and directs the flow of communications between remotely located players via the internet and displays the game simulations and performance information. In appropriate installations the wireless electromagnetic signals that communicate with the receiver may be infrared communications. For example, FIG. 11B shows a sensor based heart monitor on wrist area 115 in communication using RF data sent wirelessly 117.

At each remote player site, the computer under the control of the software system program monitors and controls initialization and the sequential play of the game, or alternatively, the individual player practice session. Upon start up by a player at a particular site, the system input parameters are set and the system Internet and player data port interfaces are initialized as indicated. For Internet communications, the serial port of the computer is enabled in the preferred embodiment. A local player event listener (serial port listener) is initialized and a remote player event listener (socket even listener) is initialized. It will communicate events from one or more of the sports implements, such as the smart golf club, the golf ball receptacle, and the motion sensor plate. The main operational software (program) thread is run and the system awaits data input from the appropriate computer communications port.

If the competitive play mode has been selected, the program generates a player participation request and sends the request to the game internet server (GGC server). Upon identification of a player opponent by the GGC server, the program initiates the player identification sequence and sequential play begins. This software sequence and control routine occurs at each remote site where play has been initiated. During the game play sequences, the program generates the appropriate animation, display, and audio data and commands, and communicates with the associated display and speaker devices. Upon the occurrence of a local player event, the main operating program displays the event and communicates the event by causing a device transmission to be sent via the internet GGC server which displays the event for the opposing players and alerts an opposing player or players that it is his/her turn to play. The local player event may be, but is not limited to, the smart sports equipment impacting a ball, physiological data readings, athletic human motion capture and analysis, sound feedback data, location data, body and posture alignment, for example the swing of a golf club or tennis racquet across the sensing plate or the ball's entry into the receptacle. The system sensor is capable of capturing at least one type of data selected from the group comprising data, which are characteristic of the movement of the sports equipment, physiological data of the user of the sports equipment, data describing the environment, and data describing the position of the sports equipment. The program contains time delay limits for player action, and delays of play beyond these limits generate play quit and disconnect signals if desired.

A completed event at the local player's site by one or more local players also has the effect of indicating that it is no longer the local player's turn and enables the socket event listener to detect an event from the remote player, again via the Internet.

If the single player practice mode is selected, the internet communications sequences are disabled, other software sequential operating routines continue as above described and the player's movement data, physiological data, ball-receptacle contact data, human motion analysis data and or sports apparatus. gaming tool, sports implement motion sensor, GPS sensor circuit data, accelerometer and gyroscope data information are communicated only to the computer located at the player's site and the performance information analyzed and displayed only at the local player's site.

When a game is won, lost, or terminated, the software system generates the appropriate output signals, displays the player performance information, and resets to initial pre-game conditions. If one player opponent quits the game or is “timed out” (due to an excessive delay in play) and the remaining player wishes to continue play, the software resumes an Internet search for another opponent.

The motion sensing device contains a multifunctional wireless processor that has built-in multiple protocols such as Radio Frequency, Bluetooth, ZigBee, Wi-Fi, Wi-Max, UWB, which detects and distinguishes various wireless protocols. For example, ZigBee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread, 2G (GSM), 3G and 4G, 5G, BLE, LTE Cato, LTE-M1, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space, and GPS Sensing Circuitry from each other. The multifunction wireless processor allows the present invention to use embedded single and multiplayer software to communicate and exchange information with original and cloned sports apparatus, or gaming tool, and or sports implement devices, human motion processors, multifunction physiological processors, multifunction sound processors, multifunction alignment processors, multifunction posture processors, and image, motion, and location data from multifunction attachable and or detachable drones, embodying the present invention.

The multifunction wireless processor (e.g., microcontroller) has the ability to store in memory whatever wireless protocol data it last read to display information. The display is capable of showing animation specific to the wireless protocol and is capable of projecting a digital image and holographic image.

A multifunction physiological processor and the multifunction sound processor work in a similar fashion. The multifunction physiological processor wirelessly secures, processes, and analyzes heart rate, respiration rate, brain waves and many other physiological functions, simultaneously on and off the Internet or Cloud using a variety of well-known and established technologies. Among these technologies is the electroencephalogram for measuring brain waves to tell the differences between the alpha and beta states, whereby sensors are attached to the head area. Heart rates are measured by electrocardiogram and oftentimes pulse readings are measured to determine heart rate by attaching an electrode to a fingertip or ear lobe. Respiration rates are sometimes measured by a piezoelectric respiration sensor, which is worn around the chest area. All three physiological measurements for heart rate, brain waves including an implantable sensor and respiration rates are sent to the multifunction physiological processor wirelessly for analysis and processing. Physiological measurements are now expanded to biosensor, ultrasound sensor, accelerometer sensors, Lidar sensor, sonar sensor, video camera sensor including video streaming, piezo sensor including electric and resistive, eye sensor, infrared sensor, capacitive hand sensor, tilt sensor, system on a chip sensor, foot pressure sensor, nano or mini computerized tomography sensor, magnetometer sensor, graphene sensor, resistive sensor, fingerprint sensor, pedometer sensor, blood glucose sensor, pulse oximeter sensor, nano and or mini MRI sensor, GSR or skin moisture sensor, real-time location sensor, gyroscope sensor, compass sensor, hand sensor, white space sensor, etc. The embedded single and multiplayer software allows the human motion processors, multifunction sound processors, multifunction physiological processor, body alignment processor, posture alignment processor to exchange messages and sensor motion and GPS sensor circuit data with other original and cloned sports apparatus data and other internet sports computer devices off and on the Internet, using client-server and peer to peer networks.

The multifunction sound processor captures, analyzes, stores, plays back and synchronizes the quality of sports or athletic movements with unique particular sounds to inform a user of said quality, good or bad performances.

Human motion processor data from the Internet sports computer device can be posted on the client from the server, or broadcasted on a peer to peer network

Another embodiment of the present invention makes use of infrared markers or light emitting diodes. In said embodiment, the marker is a five-sided facet. The side facets slope from the main facet at an angle between 10 to 15 degrees in reference to the front side of the facet. The LED device emits light upon activation of the same by a typical power supply, which may be a battery or other power source device. The power supply is also secured to the body of the user by conventional techniques. One can analyze the motion of an arm, back, and other body parts and develop the three dimensional (3D) or X, Y, and Z coordinate information for various body parts. For example, to measure the angle between the hip joint, one would need to know the coordinates at the knee joint with relation to the hip.

Stored coordinate information from the human motion processor determines angular relationships between said athlete body joints as monitored in real-time inside of the Internet sports computer device using computer algorithms to generate real-time stick figure generation or animation display for the Internet sports computer device to display real-time athletic motion from said Internet sports computer device to the client and to display real-time athletic motion from said Internet sports computer device to the server and store said real-time athletic motion data from Internet sports computer device on the server.

Using programming as contained in the accompanying microfiche appendix of the parent application, one skilled in the art can readily accomplish the game programming described. Alternative programming too will be apparent from the foregoing functional description and the illustrations contained in the appended drawings.

A sports gaming system, handheld device wherein the handheld device opens into two halves. One half of the open handheld device comprises a plurality of buttons wherein said buttons are flat so that the handheld device can close completely. One half of the open handheld device comprises at least one camera capable of recording and encoding digital images and videos, digitally storing images and videos, and stabilizing images and videos for storage on and off the Internet or Cloud. The sports gaming system handheld device further comprises a plurality of custom processors that measure and store physiological data, device specific data, and user motion data in real-time, with at least one multifunction processor capable of transmitting physiological real-time data, device real-time data, and user motion real-time data to at least one electronic system console, and at least one processor capable of transmitting videos and digital images in real-time to at least one electronic system console. At least one multifunction processor is capable of receiving said real-time data from at least one electronic system console. At least one multifunction processor has built-in global positioning sensing capability and motion sensor capability. At least one multifunction processor is capable of displaying multiple motion data and animation on a single or multi-screen monitor display. In an alternative embodiment, the plurality of multifunction processors are comprising sensors that are attached wirelessly to the user, further comprising a central processing unit, a processor capable of storing general data, a multifunction processor capable of storing user physiological data and motion data, a multifunction processor capable of receiving multiple wireless transmissions simultaneously, a processor capable of detecting, storing, and receiving user data, a processor capable of determining the strength and type of wireless connectivity and choosing the strongest most available protocol connection, a processor capable of connecting to at least one device, a processor capable of password and informational storage, a processor capable of comparing data from different users, a processor capable of monitoring multiple physiological data, a processor capable of monitoring motion data, wherein said motion data relates to sports actions performed by the user, a processor capable of monitoring handheld device system specific data on and off the Internet or Cloud.

In another embodiment, the plurality of processors transmit and receive aforementioned real-time data to and from the at least one electronic system designed to be interconnected on a single and multiplayer software platform console and communicates on at least one of ZigBee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato, LTE-M1, NB-IOT, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space, GPS Sensing Circuitry, and local area network and router protocol on and off the Internet or Cloud.

In another embodiment, the plurality of multifunction processors comprises a processor capable of receiving transmissions from at least one electronic system console, wherein said transmission produces sound feedback related to at least one of the physiological real-time data streams, device real-time data and user motion real-time data, said sound feedback comprises at least one of: voice feedback, pre-programed feedback, audio downloads, satellite radio, Dolby sound, and Yamaha sound systems. Additionally, the embodiment comprises a processor capable of gathering physiological real-time data and stores these data, and the motion real-time stored data is compared to stored data on at least one electronic system console, said processor transmits differences in real-time and stored user data and stores these data on at least one electronic system console.

In another embodiment, the stored data on the electronic system console is physiological and motion data from professional athletes. The physiological data stored may comprise heart rate measurements, respiration rate measurements, and brain waves activity measurements, among others. The system device is also capable of receiving and transmitting phone calls to other telephones, portable communications devices, among other devices. A portable communication device is defined as comprising a cellular telephone and the communication system comprising a cellular communication network. The Sports Computer device can be used to call other Mega Machines by speaking into a built-in microphone that processes your voice and translates voice using an A/D converter into an internal dialing command. The Mega Machine can call landlines (POTS), VoIP, and other devices. The user can simply say the person's name and the Mega Machine dials it, or simply say a specific telephone number and the Mega Machine automatically dials it.

Using an original and cloned sports apparatus, gaming tool, or sports implement, single player and multiplayer software messaging chat capability between a plurality of internet sports computer device network players is possible.

A method for a sports gaming system device, handheld device providing the systems discussed herein, wherein the handheld device automatically detects wireless networks and automatically connects to a detected frequency. In another embodiment of the method, a set of preferences can be used to connect to a preferred wireless network. The processors may detect at least one but is not limited to the following frequencies: ZigBee, Bluetooth, RF, Wi-Fi, Wi-Max, UWB, local area network, and Router.

The method further comprising the steps of gathering of physiological data by at least one multifunction processor, selecting specific physiological data by at least one multifunction processor, transmission of selected physiological data to a second multifunction processor, further selecting specific physiological data for transmission of selected physiological data to a third multifunction processor, filtering of specific physiological data, and transmission of said physiological data to at least one electronic system console for storage of the physiological data, and comparison of user physiological data with previously stored physiological data on and off the Internet or Cloud.

Internet enabled Sports Computer device uses a client-server and peer to peer system with capabilities for Sports/Game training, and Sports/Game competition with a plurality of custom processors built-in for reading and processing wirelessly multiple physiological data, real-time human and smart sports apparatus motion analysis data, as well as sound (acoustic) data simultaneously on and off the Internet or Cloud.

In this preferred embodiment, several processors are built into an internet sports computer with multiple wireless protocols, that is combined in a custom processor connected functionality allowing it to connect to the Internet or Cloud for sports game play or sports competition. Six custom processors allow multiple feedback systems to communicate directly with the Internet Sports Computer device providing iconic graphics to learn and improve your game by.

In another embodiment, the physiological data is at least one of the following, heart-rate data, respiration data and brain wave data, wirelessly sent to the Physiological Processor simultaneously. Other Physiological data are available in this system. The previously stored physiological data may be physiological data relating to professional athletes. The motion of the user can be compared directly to the motion of the stored professional athletes, and a comparison to said physiological data results in visual and sound feedback relating to the user data on and off the Internet or Cloud.

A physiological processor whose CPU has wireless input/output interfaces, intelligent receivers, with logic circuits to determine which physiological data should be sent first to a processor, second to a processor and third to a particular processor, A/D conversion for heart rate data, for respiration data, for brain wave data, to filter heart rate data, respiration data, to filter brain wave data, and a processing means to analyze and interpret a plurality of wireless physiological data.

At least one processor is capable of transmitting motion data to a monitor display. In an alternative embodiment, the plurality of processors comprise sensors that are attached wirelessly to the user, a central processing unit, a processor capable of storing general data, a processor capable of storing user physiological data and motion data, a processor capable of receiving wireless transmissions, a processor capable of detecting, storing, and receiving user data, a processor capable of determining strength of wireless connectivity and choosing the strongest connection, a processor capable of connecting to at least one cellular device, a processor capable of password and informational storage, a processor capable of comparing data from differing users, a processor capable of monitoring physiological data, a processor capable of monitoring motion data wherein motion data relates to sports actions performed by the user, a processor capable of monitoring handheld device specific data.

In another embodiment, the physiological data is at least one of heart-rate data, respiration data and brain wave data. The previously stored physiological data may be physiological data relating to professional athletes. The motion of the user may be compared directly to the motion of the stored professional athletes, and a comparison to said physiological data may result in visual and sound feedback relating to the user data.

Transfer iconic information from the internet sports computer device to a client, then server, or by broadcast from the Internet sports computer device to peer to peer network to other internet sports computer devices. Exchange iconic or 3D graphics data from one Internet Sports Computer device to another Internet Sports Computer network via ZigBee, Bluetooth, RF, Wi-Fi, Wi-Max, UWB, and other wireless protocols on and off the Internet Cloud. A physiological processor built into the Internet Sports Computer device reads, analyzes, stores, interprets, transfers and creates iconic maps of heart respiration and brain waves telling the athlete whether he or she are within the normal limits of physiology and movement dynamics of a given sport such as golf, football, basketball boxing, tennis, soccer.

Iconic information is created from multiple data sources including player physiological data, human motion data, sports apparatus motion data, sound data, and how sound is used as biofeedback to indicate improper motion versus proper motion for sports optimization.

Wireless processor allows: the microcontroller to receive, store, analyze, and process a plurality of wireless protocols within the processor and transfer physiological data for daily, weekly, and monthly comparisons to the server. By connecting wirelessly a plurality of internet sports computer devices to the client, broadcasting wirelessly a plurality of Internet sports computer device data using a peer to peer network, transferring wirelessly a player's data in graphics or iconic form to another player remotely, for a side by side statistical comparison to determine who is in better sports competition shape, who has the best technique, who has the highest score in single and multiplayer mode, and who is determined the winner of a competition on and off the Internet or Cloud. The wireless processor searches for available wireless protocols. When a wireless protocol is found, permission must be granted before it allows either an intelligent original sports or cloned apparatus to communicate, exchange information, and for other Internet Sports Computer devices to communicate and exchange information such as an athlete's statistics on and off the Internet or Cloud.

The sound processor built into the Internet sports computer device reads a process, converts, interprets, and stores voice and sound information represented by iconic maps telling the athlete whether he or she has good movement, bad motion, or needs improvement within the normal limits of optimized movement dynamics usually demonstrated by professional athletes and computer models based on individual input parameters such as height, weight, body type, skill level, body conditioning, mental alertness of a given sports such as golf, football, basketball, baseball, swimming, boxing, tennis, soccer, martial arts, bowling, race car driving, volleyball, archery, hockey, bicycle riding including stationary types, etc.

Real-time GPS motion data and real-time GPS location data for the Internet Sports Computer device can receive real-time motion and location data from the original and cloned sports apparatus, gaming tool, or sports implement, and athletic swing mechanics because of its built-in digital camera which can be commanded to take a series of shots, one after the other, and be reconstructed via iconic maps from a computer algorithm, or capture and analyze streaming media from a digital camcorder. Similarly, the GPS device built into the original and cloned sports apparatus provides the Internet Sports Computer device with motion and location data. The GPS device is also used as an image stabilizer for the Mega Machine screen internals.

The Body Alignment Processor allows: The microcontroller to receive, store, analyze, and process a plurality of sensor data connected to body joints in real-time into a processor which can transfer alignment data for daily, weekly, and monthly comparisons to server and or Cloud. Then connecting wirelessly a plurality of Internet Sports Computer devices to the client, broadcasting wirelessly a plurality of Internet Sports Computer device alignment data using a peer to peer network, and transferring wirelessly a player's body alignment data remotely.

With sensor fusion for body alignment anatomical parts we can look at these multiple streams of data in real-time or dynamically simultaneously to determine which joints are going to be hurt or injured during game play or a sports event allowing immediate correction. It opens up the door for new insights into the human body in real-time using 3D models and or holograms, whereby this new data is now stored on the Cloud for present and future comparisons of joint alignment problems and solutions.

The Posture Alignment Processor allows: the microcontroller to receive, store, analyze, process, a plurality of sensor data connected to body posture in real-time into a processor that can transfer alignment data for daily, weekly, and monthly comparisons to a server and or Cloud. Then connecting wirelessly a plurality of internet sports computer devices to the client, broadcasting wirelessly a plurality of Internet Sports Computer device alignment data using a peer to peer network, and transferring wirelessly a player's body posture data remotely.

With sensor fusion for posture alignment of anatomical parts, we can look at these multiple streams of data in real-time, or dynamically simultaneously to determine which joints are going to create bad posture during game play or a sports event allowing immediate correction. It opens up the door for new insights into the human body in real-time using 3D models and or holograms, whereby the new data is now stored on the Cloud for present and future comparisons of posture alignment problems and solutions.

This invention relates to an apparatus for monitoring the force at a joint of the human body and more particularly for monitoring forces of a body joint associated with the human body. As can be ascertained, a great deal of injuries is suffered by athletes and various other individuals regarding body joints.

In this manner the individual or athlete is continuously advised by the apparatus as to whether or not the particular exercise may result in injury, and therefore, the individual is able to modify the exercise according to the information received from the apparatus. It is of course, understood that the apparatus can also be employed by persons who have already injured their knee joints and are in the process of recuperating in order to strengthen the joint so that they can engage in future activities. These and other objects of the present invention will become apparent in regard to the following specification.

Body Alignment Sensor Monitoring Apparatus

An apparatus for monitoring the proper alignment of all body joints of users, comprising transducers or sensors coupled to the body joints of said user and operative to provide an output signal indicative of the relative forces on the body joints during an exercise and or game. A memory means having stored therein data indicative of proper force levels for said body joints during said exercise, a comparison means operative to compare said stored data on the Cloud with said output signal of a user to provide an indication when said output signal exceeds said stored data on the Cloud, and responsive to said indication to provide a warning to said user according to the generation of said indication.

Posture Sensor Monitoring Apparatus

An apparatus for monitoring the proper posture of all body joints of users, comprising transducers or sensors coupled to the body joints of said user and operative to provide an output signal indicative of the relative forces on the body joints during an exercise and or game. A memory means having stored therein data indicative of the proper force levels for said body joints during said exercise, a comparison means operative to compare said stored data on the Cloud with said output signal of a user to provide an indication when said output signal exceeds said stored data on the Cloud, and responsive to said indication to provide a warning to said user according to the generation of said indication.

While preferred embodiments have been described, it will be appreciated that many variations and modifications in the system, its operation, and its various components may be made without departure from the spirit and scope of invention as set forth in the appended claims. 

1. A computer-implemented method in a competitive game server, communicatively coupled over a data communication network to remote computers, for hosting interactive sports game play between remote opponents in real-time, the method comprising: receiving a game participation request from computers associated with a plurality of players at a plurality of remote sites, for interactive sports game play using the computers over the data communication network, wherein the interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition; pairing opponents for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete; conducting a competitive sports game between the paired opponents, including starting the sports competition responsive to start-up of competition by at least one of the opponents, and receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and or impact force against a sport equipment item; and determining a winner of the competitive sports game.
 2. The method of claim 1, wherein the sport specific tool comprises at least one of a golf club, a hockey stick, a baseball bat, a tennis racquet, and a boxing glove.
 3. The method of claim 1, wherein pairing opponents comprises at least two opponents.
 4. The method of claim 1, wherein the wireless communication interface transmits over the data communication network via Wi-Fi.
 5. The method of claim 1, further comprising: receiving a signal to terminate the competition from at least one of the opponents; and terminating the competition.
 6. The method of claim 1, wherein the sports implement virtually impacts a virtual projectile.
 7. The method of claim 1, wherein the sports implement physically impacts a projectile.
 8. The method of claim 1, further comprising: hosting chat conversations between the opponents.
 9. The method device of claim 1, further comprising: receiving physiological data of one of the opponents.
 10. A non-transitory computer-readable medium storing source code that, when executed by a processor, performs a method in a competitive game server communicatively coupled over a data communication network to remote computers, for hosting interactive sports game play between remote opponents in real-time, the method comprising: receiving a game participation request from computers associated with a plurality of players at a plurality of remote sites, for interactive sports game play using the computers over the data communication network, wherein the interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition; pairing opponents for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete; and conducting a competitive sports game between the paired opponents, including starting the sports competition responsive to start-up of competition by at least one of the opponents, and receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity or impact force against a projectile.
 11. The method of claim 10, wherein the sport specific tool comprises, but not limited to, at least one of a golf club, a hockey stick, a baseball bat, a tennis racquet, and a boxing glove.
 12. The method of claim 10, wherein pairing opponents comprises pairing at least two opponents.
 13. The method of claim 10, wherein the wireless circuitry transmits over the data communication network via Wi-Fi.
 14. The method of claim 10, further comprising: receiving a signal to terminate the competition from at least one of the opponents; and in response, terminating the competition.
 15. The method of claim 10, wherein the sports implement virtually impacts a virtual projectile.
 16. The method of claim 10, wherein the sports implement physically impacts a projectile.
 17. The method of claim 10, further comprising: hosting chat conversations between the opponents.
 18. The method of claim 10, further comprising: receiving physiological data for one of the opponents.
 19. The method of claim 10, wherein the sports implement impacts a sports equipment item.
 20. A competitive game server device for responding to a predefined event occurring within a gaming environment implemented over a data network, by automatically transmitting an alert or message outside the gaming environment, the competitive game server device comprising: a processor; a communication interface, communicatively coupled to the processor and to the data network; and a memory, communicatively coupled to the processor and to the processor, for storing a plurality of machine instructions that, when executed by the processor: detect a predefined event occurring within the gaming environment, wherein the gaming environment provides secure and limited access such that players only gain access to the gaming environment through a secure gateway, wherein the gaming environment is inaccessible by any person communicating over the data network that is outside of the gaming environment, and wherein the gaming environment is accessible by player devices participating within the secure gateway, and in response the predefined event detection, automatically transmit the alert or message over the data communication network, wherein the alert or message provides information pertaining to the predefined event. 